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| Author | SHA1 | Date | |
|---|---|---|---|
| 500556c3fc | |||
| eabc8af716 |
@@ -1,5 +1,41 @@
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# Changelog
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## 1.2.1
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### Fixed
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- **On Android the sky went black below its first couple of bands.** A hard-edged
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band of black ran from partway down the gradient to the horizon point, with the
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moon still hanging correctly inside it. Desktop was unaffected.
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What gave it away is that the same colour reached the screen by two routes and
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only one of them was wrong. The haze filling the void UNDER the horizon is the
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sky's palest band, and it is delivered by `love.graphics.clear` -- it landed
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correctly. The bottom of the sky above it is that same band delivered by the
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shader, and it was black. So the palette was not reaching the fragment shader,
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and nothing was wrong with the palette, the layout or the camera.
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The bands went in as `uniform vec3 bands[8]`, filled from Lua and read through
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a loop counter, and on Android's GLSL ES the tail of that array arrived as
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zero -- which is black. The likeliest reason is the fragment uniform budget:
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ES 2.0 only guarantees sixteen uniform VECTORS, and eight band slots plus the
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twilight glow plus LOVE's own built-ins is over it. A driver that truncates a
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partly-filled array, or one that reflects `bands[0]` and nothing after it,
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fails identically -- so the fix removes the whole class rather than the one
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cause.
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The bands are a one-texel-per-band TEXTURE now, sampled nearest, with the
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band index clamped against the ramp's width. One texture unit replaces eight
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uniform vectors, there is no array to index and no budget to overrun, and a
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sample past the last band lands on the last band instead of on nothing. It is
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still a palette and not a picture -- one texel per band on a single row -- so
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the sky is still computed per pixel at the size it is displayed at, with
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nothing resampled and nothing baked.
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Also gone with it: `clamp(x, 0.0, 0.999999)`, which rounds its bound to 1.0 at
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mediump -- the fragment default on GLSL ES -- and would have indexed one past
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the last band on the sky's bottom row for the same black result.
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## 1.1.1
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### Fixed
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+98
-39
@@ -16,11 +16,13 @@
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-- as four stripes. No clouds, nothing moving.
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--
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-- NOTHING IS RESAMPLED, which is the whole of why it is drawn this way. There is
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-- no baked 160x144 picture scaled up to the window, no downsized buffer blown
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-- back up, no texture of any kind: one full-region rectangle through a shader
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-- that answers every pixel from its own canvas coordinate. A pixel of sky is
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-- computed at the size it is displayed at, so there is nothing for a filter to
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-- soften and nothing to go stale when the window or the zoom changes.
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-- no baked 160x144 picture scaled up to the window and no downsized buffer blown
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-- back up: one full-region rectangle through a shader that answers every pixel
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-- from its own canvas coordinate. A pixel of sky is computed at the size it is
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-- displayed at, so there is nothing for a filter to soften and nothing to go
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-- stale when the window or the zoom changes. The shader does bind one texture,
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-- but it is a palette rather than an image -- the bands, one texel each, sampled
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-- nearest (see rampFor, and why it is not a uniform array).
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--
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-- THE PIXEL GRID follows the zoom for the same reason. Bands and dither cells
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-- are measured in DIORAMA pixels -- the pass's own pixels-per-world-pixel, handed
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@@ -51,13 +53,11 @@ local V = ...
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local DayNight = V.require("DayNight")
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local PaletteFX = require("src.render.PaletteFX")
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local unpack = table.unpack or unpack
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local Sky = {}
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-- The shader carries a fixed-size array, because a GLSL uniform array is a
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-- fixed size; eight leaves headroom over DayNight's six-band phase palettes
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-- without paying for more.
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-- The most bands a phase palette may paint with. Eight leaves headroom over
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-- DayNight's six-band ones without paying for more; the ramp the shader reads
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-- them from is built at the width actually used, so the cap costs nothing.
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Sky.MAX_BANDS = 8
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-- The checkerboard between bands. DITHER_START is how far down a band it begins,
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@@ -84,7 +84,7 @@ Sky.SPAN = 0.23
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--
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-- Memoised, because this runs once a frame and the answer only moves when the
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-- mode does.
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local cache = { bands = nil, key = {} }
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local cache = { bands = nil, key = {}, ramp = nil }
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function Sky.bands()
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local pal = DayNight.palette()
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@@ -102,6 +102,11 @@ function Sky.bands()
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end
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if same then return cache.bands end
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-- the ramp is these bands as a texture (see rampFor); a new list is a new
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-- ramp, and the old one is nothing's to keep
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if cache.ramp and cache.ramp.release then pcall(cache.ramp.release, cache.ramp) end
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cache.ramp, cache.rampFor = nil, nil
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local bands = {}
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for i = 1, n do
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-- backwards: the palette's darkest rung is the top band
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@@ -150,17 +155,18 @@ end
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-- ------- the pass
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--
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-- One rectangle, one shader, no texture. Every pixel answers for itself from its
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-- canvas coordinate, so the sky is drawn at exactly the resolution it is
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-- displayed at -- there is no image being scaled and so nothing to be soft.
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-- One rectangle, one shader. Every pixel answers for itself from its canvas
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-- coordinate, so the sky is drawn at exactly the resolution it is displayed at
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-- -- there is no image being scaled and so nothing to be soft. The one texture
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-- bound is the band ramp, which is a PALETTE and not a picture: n texels wide,
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-- sampled nearest, one lookup per pixel (see rampFor).
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--
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-- `cell` quantises BOTH the band edges and the dither: the y a pixel is judged
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-- by is the top of its own cell row, so a whole cell row is one colour and every
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-- edge in the sky lands on the diorama's pixel grid.
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local SHADER_SRC = [[
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#define MAXB %d
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uniform vec3 bands[MAXB];
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uniform int count;
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uniform Image ramp; // the bands, one texel each, top of the sky first
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uniform float count; // how many texels wide that ramp is
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uniform float edge; // the sky's bottom, in canvas pixels
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uniform float cell; // the diorama's pixel size, in canvas pixels
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uniform float start; // where the checker begins inside a band
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@@ -170,26 +176,23 @@ uniform vec2 glowPos; // the sun disc, in canvas pixels
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uniform float glowInvR; // 1 / the glow's reach
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uniform vec3 glowColor;
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// Indexed through a loop counter, which every GLSL ES compiler accepts for a
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// uniform array; a bare bands[idx] is not portable.
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vec3 bandAt(int idx) {
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vec3 c = bands[0];
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for (int i = 1; i < MAXB; i++) {
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if (i == idx) { c = bands[i]; }
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}
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return c;
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// Band `i`, read from its own texel centre. The index is clamped rather than
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// trusted: `pos` below can land exactly on `count` when the arithmetic is
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// carried at mediump -- which is the fragment default on GLSL ES -- and a
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// sample past the last band must be the last band, not whatever is off the
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// end of the image.
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vec3 bandAt(float i) {
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return Texel(ramp, vec2((clamp(i, 0.0, count - 1.0) + 0.5) / count, 0.5)).rgb;
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}
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vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
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float n = float(count);
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float row = floor(sc.y / cell) * cell; // top of this cell row
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float pos = clamp(row / max(edge, 1.0), 0.0, 0.999999) * n;
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float base = floor(pos);
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int idx = int(base);
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vec3 c = bandAt(idx);
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float pos = min(row / max(edge, 1.0), 1.0) * count;
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float base = min(floor(pos), count - 1.0);
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vec3 c = bandAt(base);
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float parity = mod(floor(sc.x / cell) + floor(sc.y / cell), 2.0);
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if (idx < count - 1 && (pos - base) > start) {
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if (parity < 0.5) { c = bandAt(idx + 1); }
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if (base < count - 1.0 && (pos - base) > start) {
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if (parity < 0.5) { c = bandAt(base + 1.0); }
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}
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// The sunset's warmth, radiating from the disc: posterised to a few rungs
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// and checker-dithered between them -- the same 8-bit move as the bands,
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@@ -207,14 +210,66 @@ vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
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}
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]]
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-- ------- the ramp
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--
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-- The bands as a one-texel-per-band TEXTURE rather than as a uniform array,
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-- which is what they used to be: `uniform vec3 bands[8]`, filled from Lua and
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-- read through a loop counter. On desktop GL that is as portable as it looks.
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-- On Android it was not. The sky's lower bands came back BLACK -- a hard-edged
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-- strip running from partway down the gradient to the horizon point, with the
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-- moon still drawn correctly over it, and with the haze BELOW the sky (the
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-- palest band again, but delivered by love.graphics.clear instead of by the
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-- array) landing in exactly the right colour. Same colour, two routes, one of
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-- them black: the fault was the array, not the palette.
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--
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-- Which of the ES failure modes it was hardly matters -- a driver that
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-- truncates a partially-filled array, a fragment uniform budget the guaranteed
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-- floor of which is sixteen vectors (eight bands plus the glow plus LOVE's own
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-- built-ins is over it), a reflection that finds bands[0] and nothing after --
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-- because they all have the same shape: slots past the first few read as zero,
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-- and zero is black.
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--
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-- A sampler has none of them. One texture unit replaces eight uniform vectors,
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-- there is no array to index and no budget to overrun, and a texel that does
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-- not exist cannot read as black because the image is built at exactly the
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-- width the shader divides by. Nearest and clamped, so a sample lands on one
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-- band's own colour and an out-of-range one lands on the end band rather than
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-- on nothing.
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--
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-- Rebuilt only when the bands move, which is when the clock or the display
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-- mode does; Sky.bands drops it as it rebuilds the list it is made from.
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local function rampFor(bands)
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if cache.ramp and cache.rampFor == bands then return cache.ramp end
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if not (love.image and love.image.newImageData
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and love.graphics and love.graphics.newImage) then return nil end
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local n = #bands
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if n < 1 then return nil end
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local ok, data = pcall(love.image.newImageData, n, 1)
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if not (ok and data) then return nil end
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for i = 1, n do
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local c = bands[i]
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pcall(data.setPixel, data, i - 1, 0, c[1], c[2], c[3], 1)
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end
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local built, img = pcall(love.graphics.newImage, data)
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if not (built and img) then return nil end
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-- nearest: a band is a flat colour, not something to interpolate between.
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-- clamp: the shader clamps its index too, so this is the second of two
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-- guards against ever sampling off the end -- and it returns the edge band.
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pcall(img.setFilter, img, "nearest", "nearest")
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pcall(img.setWrap, img, "clamp", "clamp")
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cache.ramp, cache.rampFor = img, bands
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return img
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end
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Sky._rampFor = rampFor -- named for the suite
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local shader = nil -- nil = untried, false = unavailable
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local function getShader()
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if shader == nil then
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shader = false
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if love.graphics and love.graphics.newShader then
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local ok, sh = pcall(love.graphics.newShader,
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SHADER_SRC:format(Sky.MAX_BANDS))
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local ok, sh = pcall(love.graphics.newShader, SHADER_SRC)
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if ok and sh then
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shader = sh
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elseif V and V.mod and V.mod.log then
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@@ -358,12 +413,13 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
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local glowAmt = body and not body.moon and (body.glowAmt or 0) or 0
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local sh = getShader()
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local ramp = sh and rampFor(bands)
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if not ramp then sh = nil end -- no ramp, no gradient: paint it flat
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if sh then
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local sent = pcall(function()
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-- one send per band would be one uniform lookup per band; the array takes
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-- them all at once, and it must be the LAST argument or Lua truncates the
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-- unpack to a single value
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sh:send("bands", unpack(bands))
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-- the bands arrive as a texture, one texel each, and `count` is that
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-- texture's width -- see rampFor for why they are not a uniform array
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sh:send("ramp", ramp)
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sh:send("count", #bands)
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sh:send("edge", edge)
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sh:send("cell", cell)
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@@ -399,9 +455,12 @@ function Sky.paint(w, h, sky, horizonY, cell, body)
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end
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-- Drop the compiled shader (window resize, hot reload), so a re-created graphics
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-- context builds a new one instead of drawing with a handle from the old.
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-- context builds a new one instead of drawing with a handle from the old. The
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-- ramp is a GPU object on the same context and goes with it.
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function Sky.invalidate()
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shader = nil
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if cache.ramp and cache.ramp.release then pcall(cache.ramp.release, cache.ramp) end
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cache.ramp, cache.rampFor = nil, nil
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end
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return Sky
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@@ -745,7 +745,7 @@ mod.hooks:wrap("world.tod", function(next, tod, ctx)
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return DayNight.tod()
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end)
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mod.exports.version = "1.2.0"
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mod.exports.version = "1.2.1"
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-- exposed so a companion mod can pin its own tiles' shapes or read the
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-- camera without reaching into this mod's file layout
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mod.exports.lib = V
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+1
-1
@@ -1,7 +1,7 @@
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{
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"id": "DRAMATIC_SHAPE",
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"name": "Dramatic Shape Voxel Mod",
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"version": "1.2.0",
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"version": "1.2.1",
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"api": 2,
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"entry": "main.lua",
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"profile": "content",
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@@ -1278,22 +1278,45 @@ T.check(Sky.SPAN > 0.1 and Sky.SPAN < 0.5,
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-- ------- the pass, as it is actually issued
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--
|
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-- One rectangle through one shader: no texture, no baked image, nothing being
|
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-- One rectangle through one shader: no baked picture of a sky, nothing being
|
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-- resampled -- which is the whole reason it is drawn this way rather than
|
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-- generated once and scaled. Every pixel answers from its own canvas coordinate,
|
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-- so it is computed at the size it is shown at.
|
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--
|
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-- The one texture bound is the band RAMP, and it is a palette rather than a
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-- picture: one texel per band, sampled nearest. It used to be a uniform array,
|
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-- and that is the bug this shape exists to have fixed -- on Android the array's
|
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-- later slots arrived as zero and painted the bottom of the sky black, while the
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-- identical colour delivered by love.graphics.clear (the haze under the horizon)
|
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-- landed correctly. So the assertions below pin the ramp, not an array.
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--
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-- And the depth mode is put back to what it was, which is the piece that would
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-- break the frame: a rectangle drawn under the pass's own ("lequal", true) stamps
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-- itself across the depth buffer at the near plane and hides the whole world
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-- behind the sky.
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local realGraphics = love.graphics
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local realGraphics, realImage = love.graphics, love.image
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local rects, depthCalls, sent, shaderUses = {}, {}, {}, 0
|
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local fakeShader = {
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send = function(_, name, a, b, c, d)
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sent[name] = { a, b, c, d }
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end,
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}
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-- enough of an image to be built and measured; the ramp only ever has pixels
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-- written into it and its dimensions read back
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local function fakeImage(w, h)
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return {
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pixels = {},
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getWidth = function(self) return w end,
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getHeight = function(self) return h end,
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getDimensions = function(self) return w, h end,
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setPixel = function(self, x, _, r, g, b, a)
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self.pixels[x] = { r, g, b, a }
|
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end,
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setFilter = function() end,
|
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setWrap = function() end,
|
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}
|
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end
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love.image = { newImageData = function(w, h) return fakeImage(w, h) end }
|
||||
love.graphics = {
|
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getShader = function() return nil end,
|
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setShader = function(sh) if sh then shaderUses = shaderUses + 1 end end,
|
||||
@@ -1303,14 +1326,17 @@ love.graphics = {
|
||||
end,
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setColor = function() end,
|
||||
newShader = function() return fakeShader end,
|
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newImage = function(data) return data end,
|
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rectangle = function(_, x, y, w, h)
|
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rects[#rects + 1] = { x = x, y = y, w = w, h = h }
|
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end,
|
||||
}
|
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Sky.invalidate() -- so the ramp is built through the fakes above, not held
|
||||
|
||||
-- 320x288 canvas, horizon at 66.83, diorama pixels 7 canvas pixels square
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local painted = Sky.paint(320, 288, skyGrad, 66.83, 7)
|
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love.graphics = realGraphics
|
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local ramp = Sky._rampFor(skyGrad.bands)
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love.graphics, love.image = realGraphics, realImage
|
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|
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T.eq(painted, true, "the sky paints")
|
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T.eq(shaderUses, 1, "through one shader")
|
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@@ -1327,8 +1353,24 @@ T.eq(sent.cell[1], 7,
|
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.. "cells on the world's own grid")
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T.eq(sent.start[1], Sky.DITHER_START, "and where in a band the checker begins")
|
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T.eq(sent.alpha[1], 1, "and the tween strength")
|
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T.check(sent.bands[1] and sent.bands[1][1] ~= nil,
|
||||
"the palette goes as one array rather than a send per band")
|
||||
-- The palette goes as ONE ramp texture, not as eight uniform vectors. The width
|
||||
-- is the contract the shader divides by: it samples texel (i + 0.5) / count, so
|
||||
-- a ramp of any other width reads between two bands or off the end -- and off
|
||||
-- the end is exactly the black the Android bug painted.
|
||||
T.eq(sent.ramp[1], ramp, "the palette goes to the shader as its ramp texture")
|
||||
T.eq(ramp:getWidth(), #skyGrad.bands, "one texel per band, and no spare slots")
|
||||
T.eq(ramp:getHeight(), 1, "on a single row -- it is a palette, not a picture")
|
||||
T.eq(Sky._rampFor(skyGrad.bands), ramp,
|
||||
"and it is built once and held, not rebuilt per frame")
|
||||
-- every texel is a real colour: the failure being fixed here is a slot that
|
||||
-- was never written reading back as zero, which is black
|
||||
for i = 1, #skyGrad.bands do
|
||||
local texel = ramp.pixels[i - 1]
|
||||
T.check(texel ~= nil, "band " .. i .. " was written into the ramp")
|
||||
T.check(texel[1] == skyGrad.bands[i][1] and texel[2] == skyGrad.bands[i][2]
|
||||
and texel[3] == skyGrad.bands[i][3],
|
||||
"and it is that band's own colour, in the order the sky reads them")
|
||||
end
|
||||
|
||||
T.eq(depthCalls[1], "always/false", "the sky is drawn with depth writes OFF")
|
||||
T.eq(depthCalls[#depthCalls], "lequal/true",
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
-- Driver: prove the banded sky still paints from the ramp texture.
|
||||
--
|
||||
-- The bands used to reach the shader as `uniform vec3 bands[8]`, which on
|
||||
-- Android delivered only its first few slots and painted the rest of the sky
|
||||
-- black (see lib/Sky.lua, rampFor). They are a texture now. This checks the
|
||||
-- three things that swap could have broken, on the machine it CAN be checked
|
||||
-- on: that the shader still compiles, that the ramp is built and is one texel
|
||||
-- per band, and that what lands on screen is still a gradient that pales
|
||||
-- downward rather than a flat plate or a black one.
|
||||
--
|
||||
-- SHOT_DIR=.scratchpad/skyramp POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/sky_ramp_probe.lua love .
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/skyramp"
|
||||
|
||||
local exports = game.mods and game.mods.exports
|
||||
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
|
||||
if not lib then
|
||||
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
|
||||
return
|
||||
end
|
||||
local Sky = lib.require("Sky")
|
||||
local DayNight = lib.require("DayNight")
|
||||
|
||||
-- which copy of the mod is actually live: only the ramp build has this
|
||||
U.log("live copy has _rampFor:", tostring(Sky._rampFor ~= nil))
|
||||
U.log("shader compiled:", tostring(Sky._getShader() ~= nil))
|
||||
|
||||
U.teleport(game, "PALLET_TOWN", 12, 10, "up")
|
||||
require("src.render.Pipelines").setLevel("voxel", 5)
|
||||
U.wait(150)
|
||||
|
||||
for _, phase in ipairs({ "day", "dusk", "night" }) do
|
||||
DayNight.setting:sync(phase)
|
||||
DayNight.update(0)
|
||||
U.wait(30)
|
||||
|
||||
local bands = Sky.bands()
|
||||
local ramp = Sky._rampFor and Sky._rampFor(bands)
|
||||
local w = ramp and ramp:getWidth() or -1
|
||||
U.log(("%s: %d bands, ramp %dx%d"):format(
|
||||
phase, #bands, w, ramp and ramp:getHeight() or -1))
|
||||
-- one texel per band is the whole contract: the shader divides by `count`
|
||||
-- and samples texel centres, so a ramp of any other width samples between
|
||||
-- bands or off the end
|
||||
if w ~= #bands then U.log("FAIL ramp width does not match band count") end
|
||||
-- and the ramp is the ramp: the same table gives the same image back
|
||||
if ramp ~= Sky._rampFor(bands) then U.log("FAIL ramp rebuilt per call") end
|
||||
|
||||
U.shot(game, ("%s/%s.png"):format(DIR, phase))
|
||||
end
|
||||
|
||||
DayNight.setting:sync("day")
|
||||
U.log("done -- " .. DIR)
|
||||
end
|
||||
Reference in New Issue
Block a user